Battle for Kursk: The Tigers Are Burning, 1943
Battle for Kursk: The Tigers Are Burning, 1943 Rulebook
Table of Contents
Table of Contents
[0.0] Using These Rules
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections, shown in large green CAPS font and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game's components, procedures for play, the game's core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a rule's general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
- Important information is in bold text.
- References to examples of a Rule or Case are in blue text.
- Text in italics provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
[2.0] General Course of Play
Battle for Kursk is a two-player game: One player assumes the role of the Germany (the Axis) and the other player assumes the role of Russia (the Soviet Union). Each player moves their units and executes attacks on enemy units in turn, attempting to fulfill the game's Victory Conditions. To move from one space to another, each unit expends a portion of its Movement Allowance. Combat is resolved through Battles by comparing the total Strength Points of adjacent opposing units and expressing the comparison as a simplified probability ratio (odds). A die is rolled, and the outcome indicated on the Combat Results Table (CRT) is then applied to the units involved.
[3.0] Game Equipment
Parts Inventory
- One 22" x 34" mapsheet (with the game map and all charts and tables required for play)
- One set of 114 5/8" square game pieces
- One Rules booklet
Not included is one 6-sided die needed for resolving battles.
[3.1] The Game Map: The map portrays the area around Kursk where the German Army made their fateful assault to capture the Russian rail juncture in mid 1943, and from where the Russians launched their Counteroffensive later that year. A hexagonal grid is superimposed on the terrain features on the map. These hexagonal spaces (referred to as "hexes" for short) define units' positions just like the squares of a chessboard. The map also shows important terrain such as forests, marsh, rough, cities, fortifications, rivers, and railroads. Explanations of the terrain features are found on the Terrain Effects Chart (TEC) printed on the map.
[3.2] Game Charts & Tables: Various game aids are provided for the players in order to simplify and illustrate certain game functions. These include the CRT, TEC, Turn Track, Sequence of Play, etc. All charts and tables are printed on the mapsheet and explained where presented in the appropriate rules section.
[3.3] The Playing Pieces: The playing pieces represent actual military units that fought in this campaign. The numbers and symbols on the playing pieces represent the strength and type of unit simulated by the particular playing piece. The playing pieces shall henceforth be referred to as units.
The German Player controls the German (field gray and black) units. The Russian Player controls the Russian (brown) units.
Sample Military Units
A unit shows: Unit ID, Combat Strength, Movement Allowance (with a special Panzer move), Unit Type symbol and Size symbol. Each unit has a front and a back.
Unit Type Symbols: Infantry, Shock Infantry, Panzer or Tank.
- Infantry: composed primarily of infantry divisions.
- Shock: composed of infantry divisions with massive artillery reserves (considered Infantry for game purposes).
- Panzer, Tank, Guards: composed primarily of armored and mechanized divisions and collectively called Armor (Guards units are noted by the 5 Movement Value, as they are acting in a mechanized role with desant infantry on the decks of their tanks).
Unit Size Symbols: XXX Corps Symbol; XXXX Army Symbol.
Units of the same German Army or Russian Front share a similar interior color and higher-level organization on the left side of their unit type symbol. Note that both 4th Panzer Army and Army Detachment Kempf coordinated their actions heavily during this campaign and are considered the same Army for both Replacements and Offensives rules, and thus share the same blue interior color.
- Unit Type is either infantry (foot soldiers, including Shock) or armor (German Panzer or Russian "Tank or Guards").
- Combat Strength measures a unit's value in battle as expressed in Strength Points (higher numbers are stronger).
- Movement Allowance determines how far the unit can move in Movement Points.
- Unit Size and ID (identification) are included purely for historical interest and have no effect on game play.
All units have two sides: A full-strength (front) side and a reduced-strength (back) side; the reduced-strength side is indicated by a white horizontal band across the middle of the counter, and contains values that are half the Combat Strength of its full-strength side (rounded down). Losses in combat can reduce a full-strength unit to a reduced-strength unit, by flipping the counter over to its back side. Replacements can turn a reduced-strength unit into a full-strength unit, by flipping the counter over to its front side.
[3.4] Markers: There are 13 markers included to track the game turn, phases, postures, offensives and the strategic objective. These will be described in greater detail below and when placed in a hex, these markers do not count as a unit for stacking.
A six-sided die is used only with the CRT to determine the result of attacks. The die has nothing to do with movement of units.
[4.0] Sequence of Play
Game Length: There are four preliminary and eight regular Game Turns in the Battle for Kursk.
Time Scale: Each Game Turn represents approximately 2-to-4 weeks of real time, depending on weather and operational tempo. For example, the preliminary turns A-D each represent approximately one month (in the spring of 1943, both sides were recovering from their recent winter offensives and building fortifications). The game begins on turn A, unless playing the Kursk Short Scenario (then it begins on turn 1; see 6.0.5). Both preliminary and regular turns use the same Sequence of Play and are essentially identical.
How the Turns Work: Each game turn is divided into ten Phases that are performed in the exact order listed below. All actions in one phase must be finished before the next phase can begin.
Phases 2-5 are the German Player Turn; Phases 6-9 are the Russian Player Turn; Phases 1 and 10 are performed simultaneously by both players.
Procedure
At the beginning of each turn, the players consult the turn track and to see if it is a Mud Turn (see 11.0). They also add any indicated Offensive markers (see 9.2.1) to their Available Box (these are immediately available to both sides - note, a player may never have more than three available Offensive markers at one time). The amount of Replacements is also given, but these don't arrive until each player's Replacement Phase (Phases 2 and 6). Finally, players consult the track to see what Fortifications become active this turn (these are immediately active based on the range of hexes given in the box for that turn).
- Posture Selection Segment. Check the turn track for new information as listed above, and then both players secretly choose their Posture for the turn (see 12.0).
German Player Turn
- German Replacement Phase. The Germans receive replacements (see 10.0).
- German Armor and Rail Movement Phase. German Panzer units may move, and all German infantry units that begin the phase on a rail line on their side of the Start Line may move along it (see 8.1).
- German Combat Phase. German units may attack (see 9.0).
- German Movement Phase. German units may move, including Panzers and Infantry that moved by rail in Phase 3 (see 8.0).
Russian Player Turn
- Russian Replacement Phase. The Russians receive replacements (see 10.0).
- Russian Armor and Rail Movement Phase. Russian Tank and Guards units may move and all Russian Infantry units that begin this phase on a rail line on their side of the Start Line may move along it (see 8.1).
- Russian Combat Phase. Russian units may attack (see 9.0).
- Russian Movement Phase. Russian units may move, including Tank, Guard, and Infantry that moved by rail in Phase 7 (see 8.0).
Administrative
- Housekeeping Phase. Advance the Game Turn marker or, if the last turn was played (Turn 8), stop and determine the winner (see 5.0).
Kursk Short Scenario (Optional): As an alternative setup, players may play a shorter game that skips the preliminary maneuvering of turns A-D, and starts on Turn 1 instead. In this case, all German units start on their full-strength side in their original starting locations, and the Russian player adds 17 Infantry and 8 Armor replacement steps to their units in their original starting locations, before play begins. The German Previous Turn Posture Marker is placed on the Deploy box and the Russian one on the Reposition box. The German player begins with 3 Offensive Markers available, while the Russian Player has 2. Place the Game Turn Marker, German (grey) side up, in box 1 of the Turn Track. The Strategic Objective marker starts German side up in the Kursk space (hex 2113).
[5.0] Victory Conditions
The Germans win immediately if they control Moscow at any point during the game. Barring that occurrence, at the end of Turn 8, victory is determined by counting the number of Victory Points (VP) achieved by each side, as marked by the VP track on the map. Note that Russian VPs are positive, while German are negative (flip the VP marker over to the negative side if needed). The Russian player receives 1 VP for each Major City they control (see 10.0.2) on the West side of the Start Line and the German player receives 1 VP for each Major City they control on the East side of the Start Line at the end of the game. Either player may earn 1 VP by completing their Strategic Objective Requirements (see 12.2). Lastly, if a player has fewer units in their Eliminated Unit's Box than their opponent at the end of the game, then they receive 1 additional VP (if the number of units are the same, no one receives this bonus).
Victory is either Operational or Strategic in nature, depending on the number of VP earned, as indicated by the Victory Point Track on the map. Historically the Russians achieved a Strategic Victory of 10 VP (9 Major Cities controlled and a +1 for eliminated units).
[6.0] Setting Up the Game
Procedure
- Place the Game Turn Marker, German (grey) side up, in box A of the Turn Track. Place the VP Marker, Russian (brown) side up, in the zero space of the VP track. Place the Strategic Objective marker, German side up, in the Kursk space on the map (hex 2113). Place the German Previous Turn Posture marker in the Engage box, and the Russian Previous Turn Posture marker in the Reposition box, on each side's respective Posture Track. Place the three Offensive markers for each side in the Expended Offensives Markers holding boxes on the map, Expended side face-up.
- Take all Russian units and flip them to their reduced-strength side. Place each one on the map in the hex grid coordinates given on the top right corner of their piece. All Russian units are placed on the map.
- Take all German units and set them up in the same manner. All German Infantry units start on their full-strength side, except the four units that have their set-up location printed on the reverse side. All German Panzers start on their reduced-strength side. All German units are placed on the map.
- The first Game Turn starts with the Posture Segment of Turn A. The game then follows the Sequence of Play (as per Section 4.0) until the last Game Turn is completed or Moscow is German Controlled (see 5.0).
Note that players are encouraged to play turns A-D in order to experience the pressures and opportunities faced by both sides before the actual battle began, and to consider and play-out possible what-if alternatives.
[7.0] Zones of Control
General Rule
Each unit has a Zone of Control (ZOC) that consists of the six hexes surrounding it, including hexes occupied by enemy units. Enemy Zones of Control have important effects on movement, combat, and replacements.
Note that, unlike in some other wargames, friendly units do not negate the effects of enemy Zones of Control for any reason.
[7.1] Movement Effect: A unit entering an enemy Zone of Control (EZOC) must immediately end its movement for that Movement Phase (see 8.3). On a subsequent turn, units may freely leave EZOCs as their first movement action. As such, a unit can move directly from one hex in an EZOC directly to another hex in an EZOC, but must then stop (may be EZOCs of the same, or different enemy units).
[7.2] Combat Effect: Units are eliminated if they end their retreat in an EZOC. Retreating units lose 1 step when retreating through an EZOC (see 9.3). Also, if all units involved in a battle from one side are not In Communication (see 9.2), then the combat odds are shifted one direction in favor of the other side (if all units for both sides in a battle are not In Communication, then the shifts cancel each other out).
[7.3] Effect on Replacements: Zones of Control also affect how a path can be traced to allow for Replacements (see 10.2).
[8.0] Movement
General Rule
Units are moved during the Movement Phases (i.e., Phases 3, 5, 7, and 9) of each Game Turn. Movement works essentially the same way in each Phase. Each unit has a Movement Allowance that represents the distance in hexes it can move in each eligible Movement Phase, subject to Mud and Terrain Effects. See the South end of the map for the Terrain Effects Chart and an explanation on the various costs of each terrain type. In a Movement Phase, the player moves any or all of their units that qualify (i.e., only Armor and only Infantry units, including Shock, starting on a railroad on their side of the Start Line in the Rail Movement Phase). Units move one at a time, from hex to hex, in any direction or combination of directions up to the limit of their movement allowance.
[8.1] Infantry Rail Movement: In Phase 3 and 7, Infantry units that start the phase on a railroad hex on their side of the Start Line, can spend their Movement Allowance by moving along hexes that are connected by a railroad, and do so at a cost of 1 Movement Point per hex, regardless of terrain (e.g., a forest hex counts as only one hex for movement during Russian Rail Movement). Once begun, units using rail movement may cross over to the opponent's side of the Start Line. To use rail movement in future turns, they must begin on a railroad on their side of the Start Line. Armor (units with the vehicle silhouettes on their piece) may not use the rail movement procedure nor may they benefit from the 1 hex MP cost when traversing non-open terrain along a railroad.
[8.2] Restrictions: The following restrictions apply:
[8.2.1] Enemy Units: A unit can never enter a hex containing an enemy unit.
[8.2.2] Stacking: A unit can enter a hex containing a friendly unit, but there can only be one unit in a hex at the end of each Phase.
[8.3] EZOC: A unit entering an Enemy Zone of Control (EZOC) must immediately end its movement for that Movement Phase. There is no penalty or effect for leaving an EZOC.
Sometimes it helps to turn a unit sideways after receiving replacements or moving as a mnemonic that that piece has already taken an action in that phase.
Movement Example 1
Here are some different ways that the Russian player could move their units during the Russian Armor and Rail Movement Phase (Phase 7). The numbers in the illustration show how many Movement Points each unit has spent from its Movement Allowance (the second number just beneath the counter's Unit Type symbol), to enter that hex. The Russian 50th Army (an infantry unit) started this phase on a rail hex, and can therefore use rail movement to advance to hex A (spending all 4 of its Movement Point Allowance), or to hex B, using only 3 MPs (units cannot end any movement in an occupied hex, and therefore must stop). Note that during the Rail Movement Phase, each hex costs only 1 MP to enter, no matter the terrain type. Likewise, the 63rd Army in Moscow could move due west to hex C (using 4 MPs), but if moving southwest by rail, would have to stop at hex D, again since its last movement step is occupied - but also because it has entered the Enemy Zone of Control exerted by the German 56th Corps (see 8.3). In a similar situation, the 63rd could also move south towards Tula but would be forced to stop after only 2 hexes, again due to the EZOC of the German 56th. Additionally, during this phase, Russian armor may move using normal movement rules (see 8.0). The 1st Guard has a Movement Allowance of 5 and can spend it to move in various ways. Note how even though the southeast path follows the rail line, armor units do NOT benefit from the reduced rail movement cost and must spend 2 MPs to enter the forest hex (as per the Terrain Effects Chart on the mapsheet). Also note that there is no additional MP cost to cross the river hexside to reach F, as in some other wargames. In Battle for Kursk, river hexsides only affect combat, not movement. (Exception: Major Rivers require all of a unit's Movement Points to cross when not using Rail Movement). Lastly, when travelling west to hex G, the Russian 1st Guard stops after spending only 4 MPs since an additional forest hex move would cost more than its remaining Movement Allowance.
Movement Example 2
To further illustrate the effect of Enemy Zones of Control on movement, consider the Russian 5th Guard in the above example. This armor unit has a Movement Allowance of 6 and can freely cross the Psel river, but must immediately stop when entering hex A or B, due to the EZOC exerted by the German 52nd Corps. In an attempt to encircle the 52nd and make a run for Kiev to the west, the 5th Guard can instead head south along the Psel, spending 1 MP to enter each open and city hex. To enter the forest on the other side of the river costs 2 MPs, and the final move into hex C requires its sixth and final MP - again the 52nd's EZOC would force the unit to stop, even if it had additional MPs left to spend. Note that moving into hex D (marsh terrain) would require all 6 MPs, the 5th's full Movement Allowance. An alternative path finds the unit heading northeast, through the city of Sumy. With 2 MPs remaining, a move into hex E would force the 5th Guard to stop because of the German 2nd Infantry's EZOC. To make full use of its Movement Allowance, the 5th could instead exit Sumy to the southwest, ending its movement in hex F, just outside the city of Konotop.
[9.0] Combat
General Rule
In each Combat Phase (Phases 4 and 8), all friendly units (those owned by the phasing player) may attack adjacent enemy units. Attacking is completely voluntary - units are never compelled to attack.
A Battle is an attack on one enemy defending unit by any or all of the attacking player's units, that are adjacent to that Battle Hex. A 6-sided die is used to determine the outcome of battles, utilizing the Combat Results Table printed on the map.
Procedure
First, the "attacker" (i.e., the German Player during the German Combat Phase, and the Russian during their Combat Phase), announces all of their intended Battles; that is, they declare in advance which enemy units they will attack and which of their own ("friendly") units will attack them.
Players may find it helpful to pre-designate their attacks by pointing the tops of their units at the defending hex being attacked as a mnemonic that those units are committed to combat. Similarly, players may find it helpful to mark the declared defender battle hexes with pieces marked 1-1 through 6-1 (provided as an insert in this issue) so they do not need to recalculate odds after designating all Battles but before resolving them individually. Note, that through the retreat and advance of units, the EZOC situation could change and the odds on previously designated battles could be different than originally calculated.
- Once Per Combat Phase: A unit may only be involved in one Battle per Combat Phase.
- Battle Commitment: Once all of a player's battles have been announced for that Combat Phase, they may not be changed.
The Battle Sequence
Battles are resolved, one at a time, in any order the attacking player desires. For each Battle, the following sequence is followed:
- Total the Combat Strengths of all the attacking units in the Battle.
- Divide this total by the Combat Strength of the defending unit, rounding down (dropping any remainder or "fractions"), to get one of the odds levels provided on the Combat Results Table.
- Determine if the combat effects of Terrain, Offensives, or In Communication have adjusted the odds column (see 9.2). All of these odds shifts are cumulatively resolved together as one net shift from the effects of Terrain, Offensives or In Communication, but may not shift the odds above 6-1, and if shifted below 1-1, the attack is canceled.
- Roll the die and consult the Combat Results Table (CRT); cross-index the row of the number rolled with the odds column to determine the combat results.
- Apply the combat result immediately (see 9.3).
- Advance after combat: If the defending unit is no longer in its hex (i.e., it has been eliminated or forced to retreat), one attacking unit may immediately move into the defender's just-vacated hex, regardless of movement allowances or terrain effects.
- Conduct another unresolved Battle, if any.
The Combat Phase is over when all previously announced Battles are resolved.
Combat Example 1
An attacker's 16 total Strength Points engage in a Battle against a defending unit with a strength of 4. The odds reduce to four-to-one (4:1). Note that 15 Strength Points attacking 4 would only be 3:1 (15 divided by 4 = 3.75 ... rounding down and dropping the fractional component results in 3, hence the 3:1 odds).
Combat Example 2
If the previous example had the German 59th Corps positioned just one hex to the west, all three of the attacking units would be "attacking across the river," requiring an odds reduction as noted on the TEC. Shifting the previously calculated 3:1 odds one column to the left would result in a 2:1 attack - careful positioning of your units before battle is of utmost importance!
[9.1] Long Odds: The odds may begin above 6:1 and below 1:1, but after modification during Step 3, above, if the odds are above 6:1, reduce them to 6:1. If the odds are below 1:1, that attack has no effect on either side (i.e., the attack does not take place).
[9.2] Odds Shifts in Combat: As shown on the Terrain Effects Chart (TEC), if the defending unit is in a forest, rough, major city (i.e., Moscow), or is in a friendly, active fortification hex, reduce the odds by one level (also known as a "shift left"). For example, a 4:1 attack becomes a 3:1, a 3:1 attack becomes 2:1, and so on. If all of the attacking units in a Battle are across a river from the defending unit, reduce the odds by one level; if a Major River, reduce the odds by 2 columns. If all of either side's units in that Battle are not In Communication (see 10.2), then the opponent will receive an odds shift in their favor. If both sides are completely out of Communication, then the shifts cancel each other out.
[9.2.1] Offensives: The attacker may declare an Offensive and involve units behind the line to participate. This is done by designating a lead unit in the Offensive, which must be Armor or Shock. All other units in the Battle which are not adjacent to the defending hex, but which are adjacent to the lead unit, and are of the same organizational color (Army for German and Front for Russian), shift the odds in the attackers favor ("shift right") by one column for each such supporting unit designated. Additionally, these supporting units in the second echelon may be taken as losses during the combat as if they were on the front line. Place an available Offensive Marker on the lead unit to designate the attack and flip it to expended and place it in the Expended Offensives Marker box once complete.
Combat Example 3
Consider again the earlier situation, only this time the Russians are on the attack! The Russian player has declared a battle in the Major City of Bryansk; during Step 1, the two adjacent units combined attacking strength is computed as 16. In Step 2, this value is divided by the defender's strength of 8, reducing down to 2:1 odds. In Step 3, terrain effects are checked, and the odds column is shifted left twice: once for the defender being in a Major City, and again because all attacking units are across the Desna river. Thus, the new odds column reduces from 2:1 to 1:1 ... and again to "below 1:1," meaning the attack won't occur due to "long odds" (see 9.1). However, the Russians have an opportunity to declare an Offensive, since there is an attacking armor unit supported by additional units of the same organizational color (i.e., red - all three units are from Army Group Center). By placing an Offensive Marker on the lead unit, the Russian player increases the odds by two columns (two right shifts, one for each supporting unit). As a result, the shifts cancel each other out - culminating in a final odds calculation of 2:1 (16 vs 8 is 2:1 shifted left twice, then back twice to the right).
[9.3] Combat Results Explanation: These outcomes can occur during Step 4 of a Battle as shown on the CRT:
NE (No Effect): Nothing happens.
DR (Defender Retreat): The defending unit is retreated (i.e., moved) two hexes by the attacking player as follows:
- Two Hexes: The unit must end up two hexes away from the defending hex (i.e., it cannot zigzag; each hex of retreat must take that unit a hex further from the defending hex).
- Avoid EZOCs: If possible, the unit must avoid entering an EZOC at all times during a retreat.
- Unavoidable EZOCs: If the unit must retreat through a hex in an EZOC, it loses one step. If it is forced to end its retreat in an EZOC, it is eliminated.
- Retreat Restrictions: The unit may never retreat into or through an enemy-occupied hex, nor end its retreat in a friendly-occupied hex.
- Or Else: If there is no retreat path which satisfies all of these conditions, the unit is eliminated instead.
- Off the Map: If the defending unit must retreat off a friendly map edge, it is brought in as a reinforcement during the next friendly Replacements Phase, according to the rule for the placement of replacements.
- Stand Fast: When defending in a Major City hex (only), the Defender may convert a DR result to a single step loss and no retreat.
DRL (Defender Retreat and Loss): The defending unit must first take a step loss; then, if it survives, it must retreat as described for a DR result (above).
- If a full-strength unit takes a loss, flip it over to its reduced-strength side.
- If a reduced-strength unit takes a loss, it is eliminated (i.e., placed in the Eliminated Units box).
- Fortifications: A defender in a friendly, active fortification may convert any DR or DRL to an EX result if they desire.
DE (Defender Eliminated): The defending unit is eliminated, whether it is currently at full or reduced strength.
EX (Exchange): First, the defending unit takes a step loss and Retreat as described in DRL. Then the attacking player must lose at least the same amount of Strength Points from among the attacking units at that Battle. If a full-strength unit is reduced to reduced strength, the amount of the loss is computed as the original strength minus the reduced Strength.
For example: a full-strength German panzer unit with 9 Strength Points takes a loss; it is flipped to its Reduced-Strength, 4-point side. That loss is measured as 5 Strength Points.
Note that if a full-strength defending unit is eliminated because it is unable to retreat, the attacking player does not match the additional step loss.
AL (Attacker Loss): One attacking unit (of the attacker's choice) takes a step loss, as described in the DRL result. It does not retreat, however. No attacking units ever retreat in Battle for Kursk.
Combat Example 4
Returning to the area around Bryansk, in this example the Russian player has declared an attack against the German 53rd Corps just outside the city. The total attacking strength is 12, versus the defending 4-strength unit. 12 vs. 4 reduces to 3:1, while the forest terrain in the battle hex shifts the odds one column to the left, resulting in a 2:1 attack. The Russian player throws the die and reveals a 3 - on the Combat Results Table, the Die Roll "3" row, cross referenced with the "2:1" Battle Odds column reveals a Combat Result of DR (Defender Retreat). The defender (the 53rd Corps) must now retreat 2 hexes at the hand of the Russian player. However, the retreat restrictions require the unit to Avoid EZOCs if possible. In this case, the 53rd has only one legal hex in which to retreat to, due to the attacker's ZOCs: hex A. From there, the Russian player can decide which of the two non-EZOC hex Bs the unit should end up in. Note that the city of Roslaval is not available to retreat into as the 11th Guard to the north exerts a ZOC into its hex. Finally, since the battle hex is now empty, the attacking player has the option of Advancing After Combat either of the units that were involved in the attack. The 60th Army is well positioned as-is in a forest hex - the 48th, however, would benefit from advancing into the vacant hex, improving its defensive terrain. The second image above shows the position after all combat results have been resolved.
Combat Example 5
In the north, the city of Velike Luki is surrounded by marsh hexes and the Russian fortification known as the "Moscow Belt." The German player has declared a three-pronged attack on the infantry unit just outside the city. The 4-strength German infantry unit to the west is attacking from a marsh hex, so its strength is halved (see the Terrain Effects Chart). As a result, the attack strength is (4 / 2) + 3 + 5 = 10 against the defending 4 (10:4 reduces to 2.5:1, rounding down yields a 2:1). Both sides have units that are in communication, at least one unit is not attacking over a river, and the marsh terrain of the battle hex does not affect the combat odds - however, the fortification in the hex is active (see the Turn Track) and belongs to the defender (Russia), causing an odds reduction (a shift left). As a result, the 2:1 odds are reduced to 1:1 for this battle.
When declaring an attack, it is usually best to do so in situations where the combat odds are 2:1 or greater - this avoids the potential Attacker Loss (AL) result. However, since attacks are declared at the beginning of the phase and units may have been moved or flipped since then, sometimes you'll be forced to roll against less desirable odds. And sometimes a position is worth taking a chance on a high risk-reward outcome! Either way, in the above example, the German player rolls the die and gets a 5 - cross referencing the "1:1" Battle Odds column with the Die Roll row of "5" reveals a DR result. A Defender Retreat here is a bad result for the Russian player - the defending unit will most certainly be eliminated: the 2-hex retreat path would take it either up and over, through the city to the west, or up and over through the shock unit to the east (it is the German player's choice for which one to enforce). Both of these retreats would incur a step-loss due to passing through the German's EZOC, and since the unit is already on its reduced side, will be eliminated. However, since the defender is in an active fortification, the Russian player has the option of converting the DR result to an EX (Exchange) result. This is likely the best choice in this situation, given that the defender will be eliminated with either result - but choosing to hunker down in the fortification will inflict an equal amount of damage on the German attackers. Eliminating the defending Russian unit removes 4 strength points from the battle - the German player must now choose how to remove 4 strength points from the attacking force: eliminate the full strength infantry to the west (4 points), eliminate the reduced strength armor to the east (5 points), or a combination of eliminating the southern infantry (3 points) plus flipping the western infantry to its reduced side (2 points) for a total of 5 points of loss. The German player wisely prefers to minimize his losses and chooses to eliminate the full-strength infantry. After the Exchange is completed, the defending hex is empty - allowing the attacking force to Advance After Combat. The German player can decide to move the southern infantry, or the western armor into the now vacant hex, or do nothing. Perhaps the best decision would be to "advance" with the armor unit (even though it would be moving away from Moscow!) to shore up the German line and get the 39th Corps back in communication with the western border - as we'll see in the next example, breaking through too quickly can often lead to exposed positions for advanced units.
Combat Example 6
Let's imagine that the German Player instead rolled a 4 in the previous example, yielding an NE (No Effect) result. On the subsequent Russian turn, the tables have turned! The Russian player declares an attack on the German 39th Corps - who is currently NOT in communication: the 39th cannot trace a path of consecutive hexes to the western, blue border edge without crossing into a Russian Zone of Control (even though the 6th Corps is adjacent to the 39th, the EZOC from either of the Russian infantry units cut the path, as does the very effectively placed 68th Corps just to the east). The odds calculation is as follows: (4 / 2) + 10 + 8 = 20 attacking the 5-strength defender. 20:5 reduces to 4:1, in a forest hex (shift left), while the defender is out of communication (shift right). The shifts cancel out, resulting in 4:1 attack odds. This attack is so strong that there is no chance for the defender - no matter the die roll, the 39th Corps will be eliminated. The Russian player proceeds to roll a 4: the result is a DRL (Defender Retreat and Loss). Since the 39th is already at reduced strength, the 1 step loss eliminates the unit immediately - no retreat actions occur. The Russian player wisely decides to Advance After Combat with 4th Shock Army - closing the gap in the Russian line.
[10.0] Replacements
General Rule
Both players receive replacements on their respective Player Turns (i.e., during Phases 2 and 6). The number of replacement steps received each turn is listed on the Turn Track.
Each replacement step allows that player to:
-
Place a new, reduced-strength unit (one that was previously eliminated) on the map; see 10.2 and 10.3 for placement options, 10.5 for unit type restrictions, and 10.7 for formation restrictions.
-OR-
-
Flip a reduced-strength unit that is currently on the map and In Communication over to its full-strength side.
"Friendly Controlled" Defined: Friendly Controlled means that your units were the last ones to have entered that city. At the start of the game all cities to the west of the Start Line are considered to be "controlled" by the German side; cities to the east of the Start line are controlled by the Russian side.
"In Communication" Defined: In Communication means being able to trace a path of hexes (of any length and through any type of terrain) from the hex in question to a map border edge of the same color as your side (red for Russian and blue for German). Excluding the origin hex, this path cannot enter a hex containing an enemy unit, an EZOC, or an enemy controlled City or Major City.
Recall that friendly units do not negate the effects of EZOCs for any reason (see 7.0).
[10.1] One Step at a Time: Two replacements points may not be used during the same Player Turn to create a new full-strength unit. Creating a new full-strength unit from one off the map requires two turns of replacements (and two total replacement steps; one received on each of those turns).
[10.2] Where Russian Replacements Appear: Newly placed Russian units (i.e., those being brought in from off the map) appear by being placed along the north or east edge of the map, along the red border, in any empty hex not in an enemy Zone of Control - OR - in any empty, Friendly Controlled city that is In Communication.
- Existing reduced-strength Russian units, to be restored to full-strength, must also be In Communication with a red border map edge hex.
- Moscow: As an exception, only the Russians can place or flip a reduced-strength unit in Moscow, even if it is not In Communication.
[10.3] Where German Replacements Appear: Replacements and communications work similarly for the Germans, except that they use and trace to the west or south edges of the map with blue borders.
Replacement Example
Assuming all German units in the above example are in communication, during the German Replacement Phase, either of the reduced infantry units could be flipped, or a previously-eliminated half-strength unit could be placed in either of the hexes marked A (Stalino or Mariupul). Hex B is available for placing new units if-and-only-if Taganrog is still Friendly Controlled (last occupied by a German unit). The Russian Replacement Phase would allow the Russian player to flip hex C (it is in communication with the eastern red border) or place a new half-strength unit in either of the E hexes. Even though hex D is in communication, it is not available for new placements because it is within the EZOC of the German 4th Corps. Note that even if hex B was last controlled by the Russians, it would NOT be available for new Russian placements because it is not in communication (hex C is in the German EZOC exerted by both 6th Infantry Corps units).
[10.4] Use 'Em or Lose 'Em: If a replacement step is not used, it cannot be saved for later turns. It is permanently lost.
[10.5] Replacement Types: Replacements are further defined as either Infantry Replacement Points (IRP) or Armor Replacement Points (ARP), and must be used to replace those types of units respectively (Shock units use IRP). If a unit of that type of replacement point is not available to be replaced, those RPs are lost.
[10.6] Negative Replacements: On some turns, the Germans will have a red, negative number of replacement steps on the Turn Track. This means that the German player is required to reduce that number of steps from those types of In Communication units (German player's choice). Depending on the Posture chosen by a given side (see 12.0) and the amount of Replacements they will receive that turn, a player may have a deficit number of replacements, and will similarly be required to remove steps. If needed, the procedure is to first receive positive replacement steps, and then reduce negative steps. Thus, it would be possible for a player to strengthen an important part of the line with incoming replacements, while weakening a quiet sector with outgoing units. This simulates the inter-front transfer of smaller units, which both sides did on a regular basis.
For example: Suppose at the start of Turn 1, the German player has selected the Engage posture and the Russian has chosen to Deploy. Referring to the Turn Track, we see that the Germans are scheduled to receive 1 Infantry Replacement Point (IRP), and 7 Armor Replacement Points (ARP) for this turn. On the German's Posture Track, it indicates that an Engage posture modifies these values further with -1 IRP and -1 ARP. Adding everything together for the Germans gives us a net of IRP: 1 + (-1) = 0; ARP: 7 + (-1) = 6. Therefore, the Germans will receive no Infantry Replacement Points for Turn 1 but will have 6 armor steps to use during the German Replacement Phase. Similarly, the Russian's Posture Track shows a -2 ARP for a Deploy posture (note: each side's Posture Track has different adjustment values from the other). Calculating the Russian's replacements for Turn 1 results in ... IRP: 3 + 0 = 3; ARP: 2 + (-2) = 0. This means that during the Russian Replacement Phase the Russian player will have 3 infantry steps, but no armor steps to use.
Turn 2 will function in the same manner, however the Turn Track indicates that the Germans start with 1 IRP and -1 ARP. If they remain in an Engage posture, the Replacement Point calculation would look like ... IRP: 1 + (-1) = 0; ARP: -1 + (-1) = -2. Therefore, during this turn's German Replacement Phase, the German player would have to remove 2 steps from existing armor units on the map.
[10.7] Formation Integrity: When bringing a replacement unit onto the map, it must be placed in the qualifying location (board edge or city) as close as possible to another unit of the same formation (same interior color). If there are multiple closest possible locations, the owning player may choose. If there are no other units of that unit's Front or Army on the map, then the arriving unit may be placed in any qualifying location.
[11.0] Mud
General Rule
Turns A, C and 7 are "Mud" turns (others are "clear" and have no additional effects). On Mud turns, the following rules apply:
[11.1] Mud Effect on Movement: All movement, except Infantry Rail Movement, is reduced to one hex per unit, per Phase.
[11.2] Mud Effect on Combat: The Combat Strengths of Armor units are totaled and then halved when attacking (defending Armor units are unaffected). Retain fractions when halving (e.g., half of 9 is 4.5). The Strength of Infantry (including Shock) units is unaffected.
For example: In the previous Combat Example 5, if it were a Mud turn, the three German units would be reduced to a total Combat Strength of 7.5 (i.e., losing 2.5 from the 39th Armor). That would make the odds 1:1 before adjusting for terrain effects and "below 1:1" after the left shift for the fortification, stopping the attack from happening.
Note that if an Exchange combat result occurs on a Mud turn, the attacker's losses are based on the units' printed strengths, not their halved Mud Effect values.
[11.3] Mud Die Roll (Optional): For players that prefer not to have their weather effects scripted in advance, instead roll a die at the beginning of the Posture Segment of each turn indicated to determine if Mud conditions exists as follows:
| Turn | Die Roll |
|---|---|
| A | 1-3 |
| B | 1-2 |
| C | 1 |
| D thru 5 | (no chance of mud) |
| 6 | 1 |
| 7 | 1-2 |
| 8 | 1-3 |
[12.0] Posture Track
General Rule
During the Posture Selection Segment of each turn, players secretly choose what their posture will be for that turn using the Posture markers provided and placing them on the Posture Track under a closed hand, and then simultaneously revealing them when both players are ready.
Procedure
- Take note of your sides' Previous Turn Posture, as indicated on your Posture Track and place the Previous Turn Posture marker there.
- Using the Current Turn Posture marker, choose a new posture for this turn that is the same as, lower, or one box higher (to the right) of your Previous Turn Posture. A player may choose a posture greater than one box to the right by expending an Offensive Marker for each box greater than one (if available). Both players do this secretly and reveal the location of their Current Turn Posture marker at the same time.
- Emergency Reaction: If one player chose Engage and the other player chose Pause, the player choosing Pause may immediately spend one available Offensive Marker to move their posture marker to Reposition.
- The posture selected by the players will describe what activities each side may perform and its impact on Replacements received in Phases 2 and 6, as shown below. Resulting effects may be different for each side.
Note that colored letters are used on the Phase Sequence boxes on the map to show which segments are active based on the posture chosen. Once the Current Posture is selected for this turn, players will use the back of the Previous Turn Posture marker to track the current phase.
a. Pause (P): +1 Infantry Replacement Point (IRP) for the German side, if selected by the German player; +2 IRP for the Russian side, if selected by the Russian player. Sides that select this posture perform the Replacements Phase only, for this turn (neither Movement Phases nor the Combat Phase occurs).
b. Reposition (R): No impact on scheduled Replacements. Sides that select this posture receive both the Replacements Phase and the normal Movement Phase (neither the Armor / Rail Movement Phase nor the Combat Phase occurs).
c. Deploy (D): -1 Armor Replacement Point (ARP) for the German Player; -2 ARP for the Russian player. Sides that select this posture participate in all Phases except for the Combat Phase.
d. Engage (E): -1 IRP and -1 ARP for the German player; -2 IRP and -2 ARP for the Russian player. Sides that select this posture participate in all Phases of the turn sequence.
Note that the actual turn-by-turn Historical Postures chosen by each side turn-by turn is provided in the Designer's Notes at the end of these rules.
[12.1] Strategic Objective: Prior to the German player selecting the Engage posture for the first time, if the German player chooses Deploy, they may move the Strategic Objective Marker from its current location (it begins the game in Kursk) to any other City or Major City on the Russian side of the Start Line. The German player may continue to reposition the Strategic Objective Marker each turn they select Deploy. Once the German player selects Engage for the first time, the marker is locked in place.
If the German player does not select Engage on Turn 1 or any turn prior, then the Strategic Objective Marker is flipped to the Russian side and immediately moved to Kiev. This signifies the Germans ceding the summer offensive initiative to the Russians.
If the Strategic Objective Marker is flipped to the Russian side, and the Russian player has chosen Deploy on Turn 1, they may reposition it to any other City or Major City on the West side of the Dniepr, or to Vitebsk or Gomel. The Russian player may continue to reposition it as long as they select Deploy, but once they choose Engage (on Turn 1 or later), the Strategic Objective marker is locked in place.
Should the player whose side is face-up on the Strategic Objective Marker ever occupy the space where it is located, they immediately gain 1 Victory Point in their favor, and the marker is placed on the VP track to signify this.
Designer's Notes
Historical Posture
The table below gives the posture chosen by the historical combatants each turn as a collective average across the front:
| Turn | Date | German Historical Posture | Russian Historical Posture |
|---|---|---|---|
| A | March 18 | Pause | Pause |
| B | April 12 | Pause | Pause |
| C | May 3 | Reposition | Pause |
| D | June 12 | Deploy | Pause |
| 1 | July 5 | Engage | Reposition |
| 2 | July 12 | Pause | Engage |
| 3 |
The Pregame
The military formations start in their historic locations for the July 5th, 1943 start of the Kursk offensive, yet they are at strength levels of nearly four months prior, right as German General von Manstein completed his famous back-hand blow (recapturing both Kharkov and Belgorod and thus creating the Kursk bulge in the German line). During preparatory turns A-D, players have the opportunity to reposition their forces to focus on different objectives, and use different time-tables. They can pause to build up their strength, or they can launch an earlier offensive right away, in a different direction or not at all. And it is the Soviet player who must ultimately shoulder the burdens and opportunities of a major summer offensive to capture the ground that was done historically during the Race to the Dniepr.
The German player must decide if he will fight the historical battle, or purposely focus on a different objective, such as shooting for Moscow (a mere 150 miles away from the German line), building up the Orel salient for the Soviet offensive that must come, or pulling the Panzers out of line and building a strategic reserve that can catch any Soviet offensive in the flanks.
The System
The overriding decision the players will have to make each turn is what Posture to choose (Pause - Reposition - Deploy - Engage). In most wargames, one automatically gets a movement and combat phase. Not so in this game - these must be purchased by expending would-be replacements to earn greater freedom of action. What, I lose strength just by moving? Yes! ... So, if you put the front in motion, there will be a cost. It does not necessarily mean that men and machines are destroyed in the act, but total combat power across the line is indeed weakened through movement, shattered by combat and restored by rest, replacements and training. This game makes you want to choose Pause every turn; the experienced commander will know when to expend power to maneuver for position, or to push for objectives.
The Russian Offensives
Although the game is called Kursk, it is primarily about the three Russian Offensives that followed (with Kursk being the pre-game show). In chronological order, they are:
- Operation Kutusov (12 July - 18 August, 1943): Bryansk and Western Fronts vs. 2nd Panzer Army, resulting in the capture of Orel and collapse of the Orel bulge.
- Operation Rumyantsev (3 - 23 August, 1943): Voronezh and Steppe Fronts vs. 4th Panzer Army, resulting in the recapture of Kharkov and beginning the race to the Dniepr.
- Operation Suvorov (7 August - 2 October, 1943): Kalinin and Western Fronts vs. Army Group Center, resulting in the capture of Smolensk, Roslaval and Bryansk.